Re: Tiberian Dawn: The First Strike [message #486351 is a reply to message #486350] |
Fri, 21 February 2014 16:35 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
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General (1 Star) |
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Bfranx wrote on Sat, 22 February 2014 05:38 | What would you say is the angle on the satellite dish in this picture?
I'm thinking 145 degrees but I'm not sure.
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Seriously?
..........
nopol10=Nopol=nopol(GSA)
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Re: Tiberian Dawn: The First Strike [message #486894 is a reply to message #433126] |
Mon, 24 March 2014 21:26 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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Hey guys, back with another building question.
This time, the weapons factory.
We've almost got this one finished up, we're down to the final nitpicking stage.
I'm asking about the walls sticking out of the edges of the building near the door.
Do you think we should include them? And if yes, should we include both? In the first picture I can only see the wall on the left side of the door, and I haven't seen that wall in any of the other pictures of this model.
In addition, does anyone have any pictures that clearly show the vents on the top of the observation deck?
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Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
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Re: Tiberian Dawn: The First Strike [message #486900 is a reply to message #486894] |
Tue, 25 March 2014 11:39 |
nuker7738
Messages: 26 Registered: February 2009
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Since nobody else has bothered to say it in the last year, I figure I will just say it... why exactly are you still continuing this project?
I completely understand wanting to just do a little personal mod on the side, mess around with making some models, drop them into the game and see how they work, and eventually make something interesting for you to play against bots or with a couple of friends. I do that all the time, as a matter of fact most of my mods never see publicity simply because I don't really bother to go all-out and dedicate the time to bring them up to the level of visual quality that the public demands.
I'm not going to sugarcoat it: your project looks like a "just one guy dicking around in 3DSMax" sort of project. There is nothing wrong with that if that is indeed the case, but you say that you have gotten a team of artists involved in this. There's a couple of reasons why that is bad, not the least of which is the fact that you hired some pretty average artists.
First thing's first, I think your decision to make this mod on the Unreal engine was a rather misguided one, because it completely changes the purpose and direction of your project. According to your first post, this was supposed to be a graphical change, nothing more than making Renegade look a bit more like the authentic Tiberian Dawn source material than it does with the stock graphics. In my opinion, there's nothing wrong with a simple mod that aims to touch up the game's models or take the art style in a slightly different direction.
That all changed when you decided to go with the Unreal engine. Because of that decision, nobody really can't tell what exactly your goal is. By taking this into the Unreal world you have effectively changed this project from a simple graphics/art style change to a full-blown total conversion, throwing out all of the built-in CNC features of the Renegade engine and choosing to implement them yourself in the UT3 engine.
There are three problems with that decision. The first is pretty straightforward: there is a clear lack of the experience and knowledge necessary for someone to lead a total conversion project like this. It doesn't seem like you have any context as to the work required to get the gameplay of CNC to function in the UT3 environment. It took the Renegade X guys years on that part alone.
That brings up the second problem: there's already a mod that did what you're trying to do. By switching to Unreal, you have put yourself in direct competition with Renegade X, and at this point, I'm going to be honest, I don't see you ever competing with the incredible stuff those guys are doing.
Not even mentioning that though, the other problem I see is that you're kind of approaching this backwards. All I see right now is a bunch of completely useless UDX assets; there is no indication whatsoever that you have begun to work on the actual gameplay of the mod, which should always come before pretty visuals. Get some basic placeholder graphics in the game and start figuring out how to actually implement the CNC gameplay of destructible buildings, purchase terminals for buying characters and vehicles, the tiberium harvesting system and credits, and superweapon beacons. Once you have at least that much of the game fleshed out, then you can start revisiting the graphics of the game.
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Re: Tiberian Dawn: The First Strike [message #486901 is a reply to message #433126] |
Tue, 25 March 2014 12:20 |
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Bfranx
Messages: 152 Registered: July 2010 Location: Oklahoma, United States
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I'm doing this because I want to, shouldn't that be enough?
I also don't see why the game's purpose is so unclear. I want to recreate C&C on the unreal engine, and I (obviously) want it to be closer to the original than Renegade X. Originally it was a mod for Renegade and I decided to make it a standalone game instead, how is that complicated?
I left the W3D Engine for the Unreal Engine because there are more people who work with the Unreal Engine.
I'm focusing on the game's models first because...
a.) It allows people to create 3D assets that they can use later on in their careers.
b.) I need 3D models.
I know that programming will be another hurdle to cross, but I'll worry about it when I get there.
I don't have a set time for this, and I'm not paying anyone to do it, so as far as I'm concerned this can go on for as I long as I feel like continuing it.
Check out our IndieDB page here: http://www.indiedb.com/games/tiberian-dawn-the-first-strike
Also check out our Facebook page: https://www.facebook.com/FirestormProductions2010
[Updated on: Tue, 25 March 2014 12:21] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #486902 is a reply to message #433126] |
Tue, 25 March 2014 12:38 |
nuker7738
Messages: 26 Registered: February 2009
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Fair enough, I just hope your "team" doesn't have any illusions about where this project is going or the kind of community support it will have... because currently it doesn't seem to be going anywhere fast and nobody seems to care.
EDIT: Also, since this isn't a Renegade mod anymore, I don't really think this is the place to post stuff about this.
[Updated on: Tue, 25 March 2014 12:41] Report message to a moderator
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Re: Tiberian Dawn: The First Strike [message #486978 is a reply to message #486977] |
Mon, 31 March 2014 11:00 |
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Xpert
Messages: 1588 Registered: December 2005 Location: New York City
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General (1 Star) |
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Bfranx wrote on Mon, 31 March 2014 13:25 | So, let's talk about colors.
I mean, obviously we'll be using gold and red, but what shade specifically do you guys think we should use? Should we try to mimic the color of the in-game units and buildings, or go for a more faded and realistic approach?
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If you have to ask people what they want to see in YOUR mod, just quit right now. You're wasting your fucking time.
Nuker is spot on with his post, but you're so dellusional and have your head so far up your ass that you think you can get anywhere with this. Look how many fucking years it has been and you can't even produce a video.
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i cant lie and say that i know what im doing. but so far i've managed to gather 4 members (2 modellers, 1 sound manager, and a tester.)
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You have no fricken clue what you're doing so you're pretty much managing a project while being completely clueless. Are you that much of an idiot?
Seriously, drop the project.
Creator of NetGuard, an IRC network regulator.
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Re: Tiberian Dawn: The First Strike [message #486983 is a reply to message #486978] |
Mon, 31 March 2014 16:43 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Xpert wrote on Mon, 31 March 2014 14:00 |
Bfranx wrote on Mon, 31 March 2014 13:25 | So, let's talk about colors.
I mean, obviously we'll be using gold and red, but what shade specifically do you guys think we should use? Should we try to mimic the color of the in-game units and buildings, or go for a more faded and realistic approach?
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If you have to ask people what they want to see in YOUR mod, just quit right now. You're wasting your fucking time.
Nuker is spot on with his post, but you're so dellusional and have your head so far up your ass that you think you can get anywhere with this. Look how many fucking years it has been and you can't even produce a video.
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i cant lie and say that i know what im doing. but so far i've managed to gather 4 members (2 modellers, 1 sound manager, and a tester.)
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You have no fricken clue what you're doing so you're pretty much managing a project while being completely clueless. Are you that much of an idiot?
Seriously, drop the project.
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